Flashbang Blinds WOTC
-= Description =-
Flashbang Grenades cause 50% blindness in addition to all their original effects. The blindness rating is configurable in this mod. The original game Assassin grenade is 0.278 (so 27.8% of your original sight). Don’t set this too low, the AI will panic and do stupid things like run around on itself (I wouldn’t go below 33%). The default of 50% is somewhat tame to prevent problems while adding some depth. Units will not consider you for AOE and ignore you which is fun. Vanilla WOTC sight range is 27 I believe, so 50% is 13-14 tiles away. 14 tiles is just shy of 1 screen wide.
-= X2Effect_Blind Bugfix =-
The original game X2Effect_Blind affects Robots and any unit immune to disorient indiscriminately. The flashbang grenade has a fixed version of those functions, so they will not affect Robots or units immune to disorient. The assassin grenade is not fixed, so it can blind a Spark. I don’t want to play in that code to fix one very specific, rare occurence.
-= Assassin Grenade =-
I have hotfixed the Assassin grenade to also be 50% as I find 27% to be too intense to match this mod. You can also change this in this mod’s config files. To make things fair, the Assassin Grenade will also now cause Disorient otherwise she would just be carrying a nerfed version of your starting grenades.
-= Curability =-
I don’t think the Darkness is curable with Revival Protocol. Solace makes you immune however, that’s been tested.
-= Affects both sides =-
And lastly very important, XCOM is also affected. Enemies that flashbang you causes 50% blindness. If you are running my ADVENT Future AI the Stunlancers, ADVENT Priests and ADVENT Generals will Flashbang your units. Good luck commander.
-= Version =-
1.01 Fixed grenade launchers because I’m an idiot.
1.02 Added support for Launchers and Hand Grenades mod (T1 and T2 smoke launchers)
1.03 Added the ability for MountainMist to poison and for ConcussiveGrenades to do damage. Both off by default.
